Sorcerer
Base Class: Sorcerer

sorcerer working in league with fiends and/or demons.  Was either a magically talented individual before placing their own power before other mortals, or was gifted fel powers upon swearing servitude.

Life Tap

Tutelage under other demonically tainted wizards, sorcerers and warlocks has taught you to tap into your own life energy in order to fuel your magical abilities.  At 1st level, you gain the ability to as an action spend up to 7 hit dice to create up to 7 sorcery points, or to directly cast a spell up to 5th level.  Roll the number of dice, and subject the total from your current hit points before resolving the effect. (See "Creating Spell Slots" in the Sorcerer class section).  This self-inflicted damage cannot be reduced or redirected in any way.

You cannot spend more hit dice than your current hit dice, and you cannot cast a spell at a higher level than you normally have slots for.  You also cannot "overcharge" your sorcery points to have more than your maximum (even if you are going to use them immediately).  You can roll more hit dice than your maximum hit points would average out to (IE, you can roll 3 hit dice when you only have 10 hit points remaining). 

If your hit dice roll more hp than you currently have, you fall unconscious after resolving the spell.  For every 6 hp lost past zero, mark one failed Death Save

Conversion rate:

  • 1st level spell = 1 hit die
  • 2nd level spell = 2 hit dice
  • 3rd level spell = 4 hit dice
  • 4th level spell = 5 hit dice
  • 5th level spell = 7 hit dice

 

Author notes:  Sorcerer's don't necessarily need more spell slots, but adding some spice to the equation may be useful.  Longer adventure between long rests, but still ok on health?  Tap into some of that juicy mortal coil and launch another fireball.

Balance Notes:  Limit to 3rd level spells instead of 5th?  even at high tiers of play, 4th and 5th level spells will turn the tide of battle.

Use intermediary number of hit dice?  meaning: 2 hit dice = first level spell, 6 hit dice = 5th level spell.  bridge gap between Sorc Point and spell level.  First level feature should be usable at first level...

Use Sorc Point conversion value for hit dice as well?  meaning: 7 Sorc point = 7hit dice = 5th level slot?

Fel Exposure

Constant exposure to Fel energies and the Twisting Nether has improved your endurance and strength, also allowing you to wear light armor to help protect yourself from some of the more "physical" entities involved in your training.

 

Author notes:  this origin is supposed to push the sorcerer into a closer range bracket than usual.  similar to Bladesinger wizard or hexblade warlock, the idea behind this subclass is to make a closer combat oriented sorcerer with a "high risk, high reward" playstyle.  Since Sorcerer already has a lower hit die, adding HP helps counteract the baseline deficiencies compared to Cleric or Warlock, while still limiting the character to Light armor

Balance notes:  Shield proficiency adds additional defenses to the Sorc, while not pushing AC into fully imbalanced levels.  This could be reinforced by adding Con mod to AC?  might push AC too high.  swap shield proficiency with Con or Str AC bonus?

Demoniac's Presence

Starting at 6th level, when you hit a creature with a spell attack or melee weapon while 10ft or less from the target, the mental force behind the attack can disturb the victim down to their soul.  The target takes additional 1d8 psychic damage from the attack.  This damage increases to 2d8 at 15th level.

 

Author's note: this is, again, designed to push the Sorcerer into closer range.  High risk, High reward, and that reward is more damage.

Balance notes:  V1 of this required a saving throw and only melee range.  I don't think that balances well against Cleric's Divine Strike feature, which does not require a saving throw.  Sorc is already a "glass cannon" type class, and the risk/reward for extra damage pushes that further.

This could be setup as more than 10ft, exclude ranged weapons, but require an Int Save at 15ft and beyond?  too complicated?

Unleash Energy

Your continued exposure to and utilization of magical energy from the Twisting Nether has imbued you with reserves of magical energy.  After taking the Attack action or casting a cantrip, you can use two Sorcery points and your Bonus action to inflict one of the following effects on the target of the attack/cantrip if they are within 60ft of you at the time of the attack/cantrip.

Arcane burst: The creature must pass an Int saving throw, or it takes an additional 2d4 Force damage when hit by damaging spells until the start of your next turn.

Fel burst: The creature must pass a Dex save, or take 2d6 fire damage now, and 2d4 fire damage at the end of its next turn.  On a successful save, take half immediate damage and no followup damage.

 

Author's Notes:  The Sorc is still a utility oriented class, so this adds some additional utility to the origin

Balance Notes:  Requires the use of a bonus action that might otherwise be used to convert points to slots, while still allowing for other utility.  Arcane Burst damage reduced to 2d4 while Sorc Point cost is in place.  Playtesting required.

Remove Sorc Point requirement, and make Short/Long rest resource based on Cha or Con?

Metamorphosis

Beginning at 18th level, you have learned how to temporarily transform yourself into a Greater Demon.  As an action, you can spend 8 Sorcery points to fuel the transformation, and gain multiple benefits.  For 1 minute or until you lose your concentration (as if you were casting a concentration spell), your size is set to Large, your Strength score is set to 26, you gain 4 times your Sorcerer level in hit points, all damaging spells you cast deal an additional 1d8 psychic damage, all melee weapon attacks deal an additional 1d8 fire damage, and you temporarily gain proficiency with Strength saves, but you are vulnerable to Radiant and Cold damage.  You can also only use this transformation once between long rests.

 

Author's notes:  Wild Magic has a really neat capstone that triggers every turn, Draconic's capstone is a long rest resource, Divine and Shadow Soul are both interesting in their capacities.  Since this Origin is supposed to be more "in your face" in nature, transforming into a huge demon plays well with the flavor, and provides a bonus to spellcasting as well.

Balance Notes:  Capstone ability.  Limited in how you can use it (once per long rest) and has a reasonable fail (requires concentration), but also allows some consistency in how it is used due to Sorcerer's default Con save and emphasis on higher Cont score.  Long Rest restriction sets it in line with other Origins and classes, while still defining the Origin.

Change bonus damage to BOTH melee and spell, but reduce to 1d6 each?  Allow for increased synergy with Demoniac's Presence, but increased Strength would add at least +3 to atk rolls and damage.  damage bonus needs refinement.

Change bonus to 1dx Fire damage on melee attacks, 2dx psychic damage on non-melee spells?

change bonus damage to 2dx psychic OR fire?  Flat 2dx damage of whatever the spell's type is?  (I personally prefer flavor of psychic and/or fire damage)

Set fixed HP boost rather than relative on level? Set to multiplicative of CON instead of level?

Sorcery point cost adjustment?  Costs more than Draconic capstone, but offers more effect.

Previous Versions

Name Date Modified Views Adds Version Actions
9/18/2020 9:42:56 PM
14
0
.6
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes